Abridged History of the 10th Age
Ralashari Magic
Shari magic is entirely elemental in form and descended from the same southern schools of thought as the Ishtrian, Hadashi, and Khewed traditions.
Level 1
Sazarvad’s Sea Snake
(Alteration, Elemental Water)
Range: 40yds | Components: V, S, M |
Duration: Instantaneous | Casting Time: 1 |
Area of Effect: 1 target | Saving Throw: None |
The spell transmutes water into the shape of a thin snake, which is propelled at a target at high speed. The spellcaster makes a normal ranged piercing attack with no range modifiers. The projectile can negate 1 point of armor for every two experience levels of the spellcaster. On a successful hit the projectile deals 1d4 plus one damage for every two experience levels of the spellcaster, before dissipating into harmless water again.
The material component is a pound of seawater.
Sazarvad’s Wondrous Waterproofing
(Abjuration, Elemental Water)
Range: Touch | Components: V, S, M |
Duration: 1 hour | Casting Time: 1 |
Area of Effect: 1 creature | Saving Throw: None |
The affected person and everything they wear or hold will become proof to soaking or tarning effects of water for the duration of the spell. Even if fully immersed, the person will emerge dry. The effect does not protect against drowning, acid or contact poisons.
The material component is a feather from a goose.
Boulderskin
(Alteration, Elemental Earth)
Range: Touch | Components: V, S, M |
Duration: 10min + 10min/lvl | Casting time: 1rd |
Area of Effect: 1 creature | Saving Throw: None |
The spellcaster rubs a handful of finely powdered rock on the recipient, whose skin and clothing takes on a stony color and texture, slowly changing itself to match the look of nearby stone. He has a chance of 50% plus 2% for each experience level of the caster to be undetectable (as per Hide in Shadows) while hugging stone or hiding in rocky terrain, even in daylight. Movement will expose the recipient, as will becoming silhouetted against a contrasting background. Carried metal objects and armor remain unchanged.
Khwazun’s Calm
(Abjuration, Elemental Air)
Range: 0 | Components: V, S, M |
Duration: 10 minutes / level. | Casting Time: 1 |
Area of Effect: 5’ radius | Saving Throw: None |
This spell creates a protective sphere of calm air around the caster that moves with them. Any non-magical winds cannot penetrate the area, thus allowing unhindered writing, firemaking and travel. The material component is flexible tree bark tied together into a sphere. The sphere can be reused until the bark dries and becomes stiff.
Passionate Embrace
(Enchantment, Elemental Air)
Range: 180ft | Components: S, M |
Duration: 1d6+1rd | Casting Time: 1 |
Area of Effect: 1 cloak | Saving Throw: None |
When casting the spell the spellcaster flings a cloak into the air, fitted with a special carved brooch. The cloak becomes animate and flies 60ft per round under the command of the caster, requiring their full attention while directing it’s flight. The caster can direct the cloak to envelop a size S or M opponent, affording the target a save vs. spell to resist envelopment, provided they are aware of the attack.
The enveloped target loses their pending actions for the round they are enveloped. The cloak continues to envelop the target for the rest of the duration of the spell, unless they can cut their way out with a small slashing weapon. Such attacks from inside the cloak damage it automatically, and the motive forces of the spell can make it withstand 8 hitpoints of damage. Any physical attacks against the cloak also deal equal damage to the enveloped creature. The cloak cannot be harmed by blunt attacks.
The material component of the spell is any cloak fitted with a gemstone brooch carved with wind-patterns worth at least 50gp. The brooch is not consumed in casting the spell.
Level 2
Khwazun’s Watery Whip
(Conjuration, Elemental Water)
Range: 20ft | Components: V, S, M |
Duration: 1rd/level | Casting Time: 2 |
Area of Effect: Special | Saving Throw: None |
The spellcaster must wear the necklace for the duration of the spell. It conjures a whip that consists entirely of water that lasts for the duration of the spell. The spellcaster is automatically proficient in it’s use. It deals 1d4 damage and can be used against armored opponents. It counts as a +2 weapon against creatures from the Elemental Plane of Fire for the purposes of hitting and deals double damage. A single tooth disappears from the necklace with every hit.
The material component is a necklace of fish teeth.
Level 3
Divert Landslide
(Abjuration, Elemental Earth)
Range: 0 | Components: V, S, M |
Duration: 1 rd/lvl | Casting time: 3 |
Area of Effect: 10’ radius | Saving Throw: None |
The spell turns aside all sliding mud, sand, rocks and earth that would otherwise engulf people in the area of effect. Vertically falling or flung boulders and heavy rocks have a 50% and 75% chance respectively to be entirely deflected.
The material component is a small wedge of rock.
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